option.p_INDIRECT_LIGHTING=Indirect Lighting
option.p_INDIRECT_LIGHTING.comment=Controls ambient occlusion, which darkens areas where light can't reach well. "High" enables RSM, which simulates light bouncing around multiple times before reaching the player.

option.p_SHADOWS=Shadows
option.p_SHADOWS.comment=Controls shadow resolution, distance & filter quality.

option.p_FOG=Fog
option.p_FOG.comment=Controls quality of ambient fog, nether smoke, water fog etc.

option.AA_MODE=Antialiasing
option.AA_MODE.comment=Smooths out jagged edges of the image. SMAA gives a sharper image, but some effects need TAA to look good. TA (Temporal Accumulation) is a cut-down version of TAA.

option.p_MATERIALS=PBR Materials
option.p_MATERIALS.comment=Enables support for labPBR 1.3 resource packs. If using complete mode, set Antialiasing to "TAA" for best results.
option.INFO=Turtle Shaders by

option.USE_ADVANCED_SETTINGS=Enable §c§lAdvanced§r Mode 
option.USE_ADVANCED_SETTINGS.comment=This option needs to be enabled for the settings marked with §c§lᵃᵈᵛ§r to work. Otherwise, they will be OVERRIDEN by the settings in the main menu.

option.SCREENSHOT_MODE=Screenshot Mode
option.SCREENSHOT_MODE.comment=Disables wind and overrides a few other settings to allow taking reproducible screenshots

option.VIGNETTE=Vignette
option.VIGNETTE.comment=Darkens the edges of the screen for a cinematic feel
option.VIGNETTE_FALLOFF=Vignette Falloff

option.BLOOM=Bloom
option.BLOOM.comment=Gives bright objects a "glow" around them
option.BLOOM_STRENGTH=Bloom Strength

option.FILM_GRAIN=Film Grain
option.FILM_GRAIN_STRENGTH=Film Grain Strength

option.LENS_FLARE=Lens Flare
option.LENS_FLARE_STRENGTH=Lens Flare Strength

option.CHROMATIC_ABERRATION=Chromatic Aberration
option.CA_STRENGTH=CA Strength

option.EXPOSURE_MULT=Exposure Multiplier
option.EXPOSURE_MULT.comment=Controls how bright the scene should be
option.EXPOSURE_SPEED=Exposure Speed
option.EXPOSURE_SPEED.comment=Controls how quickly the "camera" adjusts to changes in brightness

option.TONEMAP_OPERATOR=Tonemap
option.TONEMAP_OPERATOR.comment=Converts colors to a range that can actually be displayed on the screen. This option drastically changes the look of the game and may require further tweaking to look good. 

option.SATURATION=Saturation
option.SATURATION.comment=Adjusts how "intense" colors are
option.VIBRANCE=Vibrance
option.VIBRANCE.comment=Same as saturation, but affects brigher colors more
option.CONTRAST=Contrast

option.PURKINJE_EFFECT_STRENGTH=Purkinje Effect
option.PURKINJE_EFFECT_STRENGTH.comment=Shifts very dark colors slightly towards blue, simulating the way our eyes work.

option.shadowMapResolution=§c§lᵃᵈᵛ§r Shadow Resolution
option.shadowDistance=§c§lᵃᵈᵛ§r Shadow Distance
option.SHADOW_FILTER=§c§lᵃᵈᵛ§r Shadow Filtering
option.SHADOW_FILTER.comment=Makes shadows soft, just like in real life. PCF is constant, while PCSS takes distance from the object that casts shadow into account.
option.SHADOW_FILTER_SIZE=Filter Size
option.SCREENSPACE_SHADOWS_FALLBACK=Screenspace Shadows
option.SCREENSPACE_SHADOWS_FALLBACK.comment=Falls back to a cheaper method of doing shadows when outside of the shadow map.

option.VL_OVERWORLD_MODE=§c§lᵃᵈᵛ§r Overworld Fog
option.VL_WATER_MODE=§c§lᵃᵈᵛ§r Water Fog
option.FOG_OVERWORLD_DETAIL=§c§lᵃᵈᵛ§r Fog Detail
option.FOG_OVERWORLD_DETAIL.comment=Adds smoke-like detail to ambient fog in the overworld.
option.VL_SAMPLES=§c§lᵃᵈᵛ§r Fog Quality

option.SSAO=§c§lᵃᵈᵛ§r SSAO
option.SSAO.comment=Screen Space Ambient Occlusion: darkens occluded spaces, where light cannot reach as easily.
option.GTAO=§c§lᵃᵈᵛ§r GTAO
option.GTAO.comment="Ground Truth" Ambient Occlusion: darkens occluded spaces, where light cannot reach as easily.
option.RSM=§c§lᵃᵈᵛ§r RSM
option.RSM.comment=Reflective Shadow Mapping: simulates light bouncing from surfaces in direct sunlight to another surface, before reaching the player.

option.PBR_NORMAL=§c§lᵃᵈᵛ§r Normal Mapping
option.PBR_SPECULAR=§c§lᵃᵈᵛ§r Specular Mapping
option.PBR_EMISSIVENESS=§c§lᵃᵈᵛ§r Emissivenss
option.PBR_SSS=§c§lᵃᵈᵛ§r Subsurface Scattering
option.PBR_POM=§c§lᵃᵈᵛ§r Parallax Occlusion Mapping
option.POM_MAX_DEPTH=Max Depth
option.POM_STEP_COUNT=Step Count
option.ROUGH_REFLECTIONS=§c§lᵃᵈᵛ§r Rough Reflections
option.ROUGH_REFLECTIONS.comment=Multi-sample glossy reflections for rough surfaces. Enabled automatically with Block Reflections.
option.BLOCK_REFLECTIONS=§c§lᵃᵈᵛ§r Block Reflections (RTX-style)
option.BLOCK_REFLECTIONS.comment=Adds screen-space reflections to every block surface, similar to RTX. Uses rough glossy dielectric reflections on stone, wood, etc. Requires PBR Materials enabled in the main menu.
option.BLOCK_REFLECTION_SMOOTHNESS=Block Gloss
option.BLOCK_REFLECTION_SMOOTHNESS.comment=How mirror-like solid blocks appear. Higher = sharper reflections.
option.BLOCK_REFLECTION_PLANT_SMOOTHNESS=Plant Gloss
option.BLOCK_REFLECTION_PLANT_SMOOTHNESS.comment=Reflection intensity on grass, leaves, and plants.
option.BLOCK_REFLECTION_STRENGTH=Reflection Strength
option.BLOCK_REFLECTION_STRENGTH.comment=Overall brightness multiplier for block reflections.
option.BLOCK_REFLECTION_F0=Surface Reflectivity
option.BLOCK_REFLECTION_F0.comment=Base reflectance of non-metal blocks (higher = more visible reflections at grazing angles).
option.LIGHT_BLOCK_GLOW=§c§lᵃᵈᵛ§r Light Block Glow
option.LIGHT_BLOCK_GLOW.comment=Makes torches, lanterns, froglights, glowstone, and other light sources visibly glow and bloom like emissive blocks.
option.LIGHT_BLOCK_GLOW_STRENGTH=Glow Strength
option.LIGHT_BLOCK_GLOW_STRENGTH.comment=How bright emissive light blocks appear. Increase if torches still look too dark.
option.LIGHT_BLOCK_EMISSIVENESS=Glow Emissiveness
option.LIGHT_BLOCK_MIN_BRIGHTNESS=Minimum Brightness
option.LIGHT_BLOCK_MIN_BRIGHTNESS.comment=Floor brightness so light blocks stay visible even in deep shadow.
option.SSS_STRENGTH_WEAK=Subsurface Scattering (Hardcoded as "weak")
option.SSS_STRENGTH_STRONG=Subsurface Scattering (Hardcoded as "strong")


value.AA_MODE.0=None (TA only)
value.AA_MODE.1=SMAA T2x
value.AA_MODE.2=TAA

value.INFO.0=GamesofDev

screen.adv_CAMERA_EFFECTS=Camera Effects
screen.adv_POST_PROCESSING=Post Processing
screen.adv_COLORS=Colors
screen.adv_LIGHTING=Lighting
screen.adv_INDIRECT_LIGHTING=Indirect Lighting
screen.adv_FOG=Fog
screen.adv_MATERIALS=Materials
screen.adv_POM=Parallax Occlusion Mapping
screen.adv_WEATHER=Weather
screen.adv_SHADOWS=Shadows
screen.adv_SKY=Sky
screen.ADVANCED_SETTINGS=Advanced Settings


profile.TOASTER=Toaster
profile.LOW=Low
profile.MEDIUM=Medium
profile.HIGH=High
profile.ULTRA=Ultra

value.p_INDIRECT_LIGHTING.q_off=Off
value.p_INDIRECT_LIGHTING.q_toaster=Toaster
value.p_INDIRECT_LIGHTING.q_low=Low
value.p_INDIRECT_LIGHTING.q_medium=Medium
value.p_INDIRECT_LIGHTING.q_high=High
value.p_INDIRECT_LIGHTING.q_ultra=§cUltra

value.p_SHADOWS.q_off=Off
value.p_SHADOWS.q_toaster=Toaster
value.p_SHADOWS.q_low=Low
value.p_SHADOWS.q_medium=Medium
value.p_SHADOWS.q_high=High
value.p_SHADOWS.q_ultra=§cUltra

value.p_FOG.q_off=Off
value.p_FOG.q_toaster=Toaster
value.p_FOG.q_low=Low
value.p_FOG.q_medium=Medium
value.p_FOG.q_high=High
value.p_FOG.q_ultra=§cUltra

value.p_MATERIALS.0=Off
value.p_MATERIALS.1=Essentials
value.p_MATERIALS.2=Complete

value.TONEMAP_OPERATOR.0=Reinhard-Jodie
value.TONEMAP_OPERATOR.1=ACES filmic
value.TONEMAP_OPERATOR.2=Uncharted 2
value.TONEMAP_OPERATOR.3=AgX minimal
value.TONEMAP_OPERATOR.4=None

value.SHADOW_FILTER.0=Off
value.SHADOW_FILTER.1=PCF
value.SHADOW_FILTER.2=PCSS

value.VL_OVERWORLD_MODE.0=Simple
value.VL_OVERWORLD_MODE.1=Raytraced

value.VL_WATER_MODE.0=Simple
value.VL_WATER_MODE.1=Raytraced